Imho, it's just wrong to release builds, less fast than they could be. 
That's all.
In school for example we still use Windows XP x32, but on the other side 
have Core 2 Duo CPUs, which are quite decent.

If there *would* be a new SSE5 or whatever, sure, don't use that on our 
release builds, as it would be too new,
but as SSE2/3 is very common for 6/7 years, I would not disable the use 
of them.

Basically what you say is, that we should release x32 builds, slower 
than they could be, just because 7 year old hardware can't handle that.
Sorry, but we are not a Text Editor, we are a 3D application. You 
suggest to limit speed due to compatibility with old machines.

I don't say we should drop support for non SSE2 platforms, but at the 
same time, we should not restrain people with "new" hardware. Get it? :)

Thomas

Am 12.12.2011 13:43, schrieb Sergey Sharybin:
> Ray optimization (which seems to be using sse only) is enabled for linux
> too. I still can't see real benefit of using global sse2/sse3 optimization.
> Supporting both of optimized and not optimized builds just will took more
> time for platform maintainers and will lead to confuse when downloading
> archives from blender.org. Think everybody who is really familiar with 3D
> graphics already switched to newer 64bit hardware to have more memory
> available, and guys who're still using 32bit processors wouldn't really
> notice big difference between current builds and builds with global sse2/3
> optimization.
>
> On Mon, Dec 12, 2011 at 2:17 PM, Thomas Dinges<[email protected]>  wrote:
>
>> I don't like this. We should build our regular builds with all SSE
>> extensions we support and make x32 non sse legacy builds. Asking people of
>> modern hardware (again, even sse3 is in all cpus from 2005 and later) is
>> not the way to go. Big -1!
>>
>> Sent from my mobile device
>>
>> ----- Reply message -----
>> Von: "Sergey Sharybin"<[email protected]>
>> An: "bf-blender developers"<[email protected]>
>> Betreff: [Bf-committers] 64-bit builds with ray optimization
>> Datum: Mo., Dez. 12, 2011 08:45
>>
>>
>> Hi,
>>
>> Tomas, as i understand we're speaking about x86_64 platform, not x86 and
>> all x86_64 bit compatible processor are comng with sse2 at least (i'm not
>> sure if sse3 is used in out code). It wouldn't be a problem to enable
>> rayoptimization and compile with sse/sse2 support (which also improves
>> speed of tracking).
>>
>> Main issue is about x86 platforms. Yes, we've got code which detects if
>> sse2 is supported and it's already used in Cycles and blender internal,
>> we're only missing such check for motion tracking which is compiling
>> without sse2 support on x86 platforms. The here issue is: Eigen library can
>> use sse2/sse3 instructions to improve speed of matrix operations, but Eigen
>> is totally header-based library and making runtime detection of sse support
>> simply wouldn't work here.
>>
>> So i think we should compile 64bit builds of Blender with rayoptimization,
>> sse and sse2 optimizations. For 32bit keep global sse optimizations
>> disabled and enable only rayoptimization (it seems to be quite safe).
>>
>> On Mon, Dec 12, 2011 at 10:59 AM, Thomas Dinges<[email protected]>
>> wrote:
>>
>>> SSE3 was introduced in 2004 by Intel (Pentium 4) and in 2005 by AMD.
>>> Thats 6/7 years now already.
>>>
>>> If there is any code that can't detect SSE2/3 on runtime, we should just
>>> make extra builds. But making only 1 build (even for x86) would be
>> stupid.
>>> It's okay to support 10 year old cpu's who don't have these extensions,
>>> but at the same time we should not disable these optimizations for
>>> people using, well "old" hardware too. 6/7 years is old. ;-)
>>>
>>> Am 12.12.2011 02:10, schrieb Antony Riakiotakis:
>>>> Hi everyone, it's release time soon.
>>>> There has been some debate on irc on the topic of enabling ray
>>>> optimization for release builds.
>>>>
>>>> Pros are: faster program, cons of course are that we are less
>>>> compatible with older machines.
>>>>
>>>> I see though no reason why 64-bit machines, that support sse2, should
>>>> not be built with ray optimization on by default.
>>>>
>>>> If this is decided upon, there are some -sse3 flags in cycles that
>>>> should probably be taken care of.
>>>> _______________________________________________
>>>> Bf-committers mailing list
>>>> [email protected]
>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>
>>> --
>>> Thomas Dinges
>>> Blender Developer, Artist and Musician
>>>
>>> www.dingto.org
>>>
>>> _______________________________________________
>>> Bf-committers mailing list
>>> [email protected]
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>
>>
>>
>> --
>> With best regards, Sergey Sharybin
>> _______________________________________________
>> Bf-committers mailing list
>> [email protected]
>> http://lists.blender.org/mailman/listinfo/bf-committers
>> _______________________________________________
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>> [email protected]
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>
>


-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

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